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Question by callname · Feb 27, 2013 at 03:09 AM · shaderbump

shader Script "normalbump" Problem

 Shader "myshader/DNCSA" {
 
     Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _MainTex ("Texture", 2D) = "white" {}
         _SpecStr ("SpecStr", Range (0.0,10)) = 0.05
         _Shininess ("Shininess", Range (0,1)) = 0.078125
         _SpecularMap ("SpecularMap (RGB) SpePixStr(A) ", 2D) = "white" {}
         _ReflectionTex ("ReflectionTex (RGB)" , 2D) = "white" {}
         _ReflectStr ("ReflectStr", Range (0.01, 4)) = 0.01
         //_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
         _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 
         _SpeColor ("Main Color", Color) = (1,1,1,1)
         _Normalmap ( "Normalmap", 2D ) = "normal" {}
 
     }
     SubShader {
     
         Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
         
         Blend SrcAlpha OneMinusSrcAlpha 
         //AlphaTest GEqual [_Cutoff]
         AlphaTest Greater [_Cutoff]
           
         CGPROGRAM
         #pragma surface surf SimpleSpecular
  
                 
         
         sampler2D _MainTex ;
         sampler2D _ReflectionTex ;
         sampler2D _SpecularMap ;
         samplerCUBE _Cube ;
                 sampler2D _Normalmap ;
         
          
         fixed4 _Color;
         fixed4 _SpeColor;
         //fixed4 _ReflectColor;
     
         half _SpecStr;
         half _Shininess;
         half _ReflectStr;
          
         half4 LightingSimpleSpecular (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
           
             half3 h = normalize (lightDir + viewDir);
             
             half diff = max (0, dot (s.Normal, lightDir));
             
             //float nh = max (0, dot (s.Normal, h));
             //nh = nh * s.Specular ;
             
             //float spec =mnj pow (nh, 48.0);
             //spec = spec * s.Specular;
             
             //float nh = s.Specular;
             
             float nh = max (0, dot (s.Normal, h));
             float spec = pow (nh, s.Specular*128.0) * s.Gloss;
             
             
             half4 c;
             c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpeColor.rgb * spec) * (atten * 2);
             //c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
             c.a = s.Alpha;
             return c;
         }
 
         struct Input {
         
             float2 uv_MainTex;
             float3 worldRefl;
                         float3 worldNormal;
 
                         float2 uv_Normalmap;
                         INTERNAL_DATA
 
 
         };
       
         void surf (Input IN, inout SurfaceOutput o) {
           
               fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
               fixed4 specTex = tex2D(_SpecularMap, IN.uv_MainTex);
             
             fixed4 c = tex * _Color;
             
             o.Albedo = c.rgb;
             
             fixed4 reflectionTex = tex2D (_ReflectionTex, IN.uv_MainTex) ;
             
             o.Gloss = specTex.a * _SpecStr; ;
               
               o.Specular = _Shininess ;
               
               _SpeColor.rgb = specTex.rgb  ;
               
               fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
               
             o.Emission = reflcol.rgb * reflectionTex.rgb *  _ReflectStr;
             
             o.Alpha = tex.a * _Color.a;
 
                         o.Normal = UnpackNormal( tex2D( _Normalmap, IN.uv_Normalmap ) );
 
         }
       
       ENDCG 
       
     }
     
     Fallback "Diffuse"
   }






"normalbump"there is a problem

Solve is that possible? Please help me

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